Wednesday, November 26, 2025

101 - Week 5: Cities and Geography

Here is the lecture plan for Week 5: Geography and Environmental Studies, written for your Magistrate persona.

This lecture focuses on survival. As a Magistrate, you view the city as a zone of law and the wilderness as a zone of chaos. The tone should be cautionary: "Know where you are, or you will die."

Teacher’s Notes & Preparation

  • Platform: Second Life (Text/Voice).

  • Visual Aids:

    • The Map: This is critical. You need a texture or object showing a Map of the Known World of Gor.

    • Fauna Images: If possible, have textures ready for a Tharlarion, a Sleen, and a Larl.

  • Props:

    • A pointing stick (wearable or role-played).

  • Interactive Element:

    • When describing regions, if you have a map board, use your avatar to stand next to or point to the specific area (Voltai, Tahari, etc.).

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Class Structure (60 Minutes)

  • 00-05: Introduction: The City vs. The Wild.

  • 05-20: Segment 1: Topography (Mountains, Sea, and Desert).

  • 20-35: Segment 2: Urban Centers (Ar, Port Kar, Turia).

  • 35-50: Segment 3: Fauna (Predators and Mounts).

  • 50-60: Q&A and Assignment.

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Lecture Script: Week 5 - Geography & Environment

I. Introduction (00-05 Mins)

(Action: Stand before the large Map of Gor. Tap it with your pointer.)

Magistrate Evans: Tal. Look at this map. You see names. Ar. The Voltai. The Sardar. To the uneducated, these are just lines on parchment. To the citizen, they are the difference between life and death.

Magistrate Evans: Gorean geography is defined by one rule: Civilization is an island. Inside the walls of a city, there is Law. Outside the walls, there is only the "Natural Order." If you wander off the trade roads, you will not be arrested. You will be eaten, enslaved, or killed. Today, we learn the lay of the land so that you might avoid these fates.

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II. Topography: The Skeleton of Gor (05-20 Mins)

Magistrate Evans: We begin with the major physical features.

Magistrate Evans: 1. The Sardar Mountains: (Point to the North/Center of the map) This is the center of our world. Not geographically, perhaps, but spiritually. The Sardar is the home of the Priest-Kings. It is surrounded by fence and forbidden to mortals. The only people who go there are those seeking the "Flame Death" or Pilgrims who never return. Do not go there. It is the one place on Gor where even a Magistrate has no authority.

Magistrate Evans: 2. The Voltai Range: (Point to the massive red range) The Red Mountains. They cut across the continent. They are high, cold, and infested with wild tarns and the Red Savages (tribes of men who do not acknowledge city law). Crossing the Voltai requires a skilled guide or a fast tarn.

Magistrate Evans: 3. The Tahari: (Point to the East/South-East) The Wastes. The Great Desert. It is the shape of a frying pan. It is home to the Aretai tribes and the salt mines. The heat there kills in hours. Water is the only currency that matters. Yet, it is vital, for from the Tahari comes the Salt that preserves our food.

Magistrate Evans: 4. The Thassa: (Point to the West) The Sea. It is vast, blue, and dangerous. It is the domain of the Merchants... and the Pirates.

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III. Urban Centers: The Jewels of Gor (20-35 Mins)

Magistrate Evans: Now, let us discuss the Cities. The Polis. Each city is an independent state. There is no "King of Gor." There are only Ubars of cities.

Magistrate Evans: Ar: (Point to the center) Glorious Ar. The largest city on Gor. Known for its cylinders—towers that reach the sky. It is a city of arrogance and power. They believe they are the capital of the world. We let them believe it, as long as their trade flows.

Magistrate Evans: Ko-ro-ba: The Towers of the Morning. My own bias may show, but it is a city of high culture. It was destroyed once by the Priest-Kings and rebuilt. It stands as a testament to resilience.

Magistrate Evans: Port Kar: (Point to the coast) The Scourge of the Thassa. A city of canals and thieves. If you are a Merchant, you fear Port Kar. They do not have a Home Stone in the traditional sense; they have a Council of Captains. It is a den of pirates. Enter at your own risk.

Magistrate Evans: Turia: (Point to the far South) The city of the plains. They are different from us. Their women are veiled heavily. Their customs are strange to northern men. They are rich, but they are constantly at war with the Wagon Peoples who roam the plains around them.

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IV. Fauna: Monsters of the Wild (35-50 Mins)

Magistrate Evans: On Earth, you have lions and bears. On Gor, we have nightmares. You must know what eats you.

Magistrate Evans: 1. The Tharlarion: (Show image if available) This is our "Horse," but it is a lizard. High Tharlarion: Used for riding and war. Massive, slow-witted, but unstoppable. Broad Tharlarion: Used for pulling wagons. They are reptiles. They are cold-blooded. Do not pet them. They will bite your hand off and not even realize it.

Magistrate Evans: 2. The Sleen: (Show image if available) Imagine a ferret or a weasel, but the size of a large dog, with six legs and fur. They are the best hunters on Gor. We use them as trackers and watchdogs. They are vicious, fast, and loyal only to their master. If you hear the hiss of a Sleen in the dark, freeze.

Magistrate Evans: 3. The Larl: The apex predator. It looks somewhat like a Terran lion, but wider, with four legs and two extra limbs that can be used as hands or paws. It is reddish or black. It hunts in the Voltai. A Larl does not just kill you; it destroys you. Even Warriors fear the Larl.

Magistrate Evans: 4. The Kaiila: The mount of the Southern plains and the Desert. Silken fur, dangerous claws. It is ridden by the Wagon Peoples and the Tahari tribes. It is faster than a Tharlarion but harder to control.

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V. Conclusion & Assignment (50-60 Mins)

Magistrate Evans: We have covered the basics of the map. Gor is beautiful, but it is hostile. The cities are the lifeboats. The wilderness is the ocean. Stay in the boat unless you know how to swim.

Magistrate Evans: Your Assignment: Open your map. Locate the city we currently stand in. Identify our nearest neighbor city. Are we at war with them? Are we allies? Also, identify the nearest major geographical hazard (a forest, a mountain, or the sea). Write this down in your scroll.

Magistrate Evans: Next week, we move from the land to the tongue. We will study Linguistics and The Arts. We will learn why we speak the way we do. (Action: Tap the map one last time) Dismissed. Tal.

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Kati Evans



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Class Title: Introduction to Gor Lesson: Week 5 - Cities and Geography Duration: 45 - 60 Minutes Instructor: [Your Name] Location: [Sim Classroom Name]

Pre-Class Checklist (Instructor Notes)

  • Slide Board: Ensure you have textures loaded for:

    1. Map of Gor (Detailed, showing the Vosk River and major cities).

    2. Cityscape of Ar (Showing cylinders/towers).

    3. Fauna/Flora Collage (Image of a Sleen, a Bosk, and Sa-Tarna grain).

  • Giver: Load the "Week 5 Summary" notecard.

  • Optional: If your sim has a map room, you could hold the class there, but a board works fine.

Phase 1: Arrival & Review (0:00 - 0:10)

(Wait for avatars to sit. Welcome them in local chat.)

/me leans against the front desk, watching the class assemble. "Tal. Welcome to Week 5. We are halfway through the course."

Instructor: "So far, we have studied the people of Gor: The Castes, the Laws, and the Warriors. But where do these people live?"

Instructor: "Today, we become tourists. We are going to travel from the freezing North to the burning South. We will look at the great City-States and the dangerous wilds in between."

Instructor: "I am sending out the summary for Week 5 now. Please accept the inventory offer."

(Action: Drag and drop Week 5 Notecard to students)

Instructor: "Remember, in Second Life, most sims are modeled after one of these specific regions. Knowing the difference between a 'Northern' sim and a 'Tahari' sim is crucial for your character's backstory and clothing."

Phase 2: The Great Cities (Ar & Ko-ro-ba) (0:10 - 0:25)

(Action: Change Display Board Texture to [Map of Gor])

/me traces a line on the map with a laser pointer.

Instructor: "We start in the center. Look at the map. This is the temperate zone."

Instructor: "1. Ar: The 'City of Cylinders.' It is the Rome of Gor. Massive, militaristic, and wealthy. It is famous for its architecture—huge cylindrical towers connected by high bridges. If you want to RP a character from a strict, imperial background, Ar is your home."

/me moves the pointer to the mountains.

Instructor: "2. Ko-ro-ba: The 'Towers of the Morning.' This is the home of Tarl Cabot (the protagonist of the books). It is located high in the Voltai Mountains. It is known for clean air, high altitude, and fierce independence. It was once destroyed by the Priest-Kings, which is a major historical event."

Instructor: "These cities are 'Civilized Gor.' They follow the standard caste system rigidly. But not all cities are like this."

Phase 3: The Unique Cities (Port Kar, Tharna, Turia) (0:25 - 0:40)

(Action: Change Display Board Texture to [Cityscape of Ar or Generic City View])

Instructor: "Now let's look at the cities with... unique reputations."

Instructor: "3. Port Kar: Located in the Tamber Gulf. It is the Venice of Gor, but dirty and dangerous. It is a city of canals, pirates, and thieves. It has no Home Stone (or didn't for a long time). If your character is a rogue, a pirate, or hiding from the law, they probably ended up in Port Kar."

Instructor: "4. Tharna: The 'City of Silver.' They are ruled by a Tatrix (a female ruler) and the Silver Mask. Their culture is austere. They despise the opulence of Ar. They are known for their silver mines."

Instructor: "5. Turia: The 'Ar of the South.' Look at the bottom of the map. Turia sits on the edge of the vast plains. Their culture is different—almost Persian or Moorish in style. They use veils differently; their women are often more exotic in dress. They are famous for the Tarn Races."

Instructor: "RP Tip: If you visit a Turian-style sim, do not act like you are in a Northern Viking sim. The etiquette is more flowery, the heat is intense, and the customs regarding women are slightly different."

Phase 4: The Wilds (Flora & Fauna) (0:40 - 0:50)

(Action: Change Display Board Texture to [Fauna/Flora Collage])

Instructor: "Between these cities lies the wilderness. You cannot just drive a car from Ar to Turia. You must cross the Vosk River or the Sardar Mountains."

Instructor: "Let's talk about what lives there."

/me points to the creature on the board.

Instructor: "The Sleen: This is the most iconic animal of Gor. Imagine a six-legged Komodo dragon, but with fur, and the temperament of a hunting dog. They are used for tracking, hunting, and guarding. They are dangerous but loyal to their masters."

Instructor: "The Bosk: A massive, shaggy ox. Think of a Yak or Buffalo. This is the source of meat and leather. The Wagon Peoples live their entire lives following the Bosk herds."

Instructor: "Flora: The most important plant is Sa-Tarna, the 'Life Grain.' It is a yellow grain that forms the staple diet. And of course, Ka-la-na trees, which provide the famous Gorean wine. You will see 'Ka-la-na' on bar menus in every tavern in Second Life."

Phase 5: Conclusion & Assignment (0:50 - 1:00)

(Action: Blank the board)

Instructor: "To summarize Week 5: Gor is geographically diverse. You have the imperial might of Ar, the pirate canals of Port Kar, and the exotic heat of Turia. The land is populated by Sleen and Bosk, and travel is always an adventure."

Instructor: "Next week, we look at the intellectual side of Gor. Language and Literature. We will learn why Goreans speak the way they do and look at the poetry that Warriors recite."

Instructor: "Homework Assignment: Go 'sim hopping.' Find a sim that is NOT your home style. If you live in a city, find a jungle or desert sim. Just land, observe the architecture and the environment (respecting their rules, of course). See how the geography changes the feel of the RP."

Instructor: "I will now open the floor for questions regarding geography or specific cities."

(Allow remaining time for Q&A)

/me checks the time. "The sun sets on another lesson. Safe travels to your Home Stones. Dismissed."

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by Kati Evans

Lesson 5: Cities and Geography

· Exploration of major cities like Ar, Ko-ro-ba, Port Kar, Tharna, and Turia

· Discussion of climate, flora, fauna, and notable landmarks
Lesson 5: Cities and Geography - Exploration of Major Cities
Objectives:

Gain an understanding of the unique characteristics and significance of major Gorean cities

Identify key geographical features and landmarks in these cities
Part 1: City of Ar

Ar, known as the "City of Cylinders," is one of Gor's largest and most powerful cities. Renowned for its grand architecture and robust economy, Ar is a cultural and political hub, exerting influence over neighboring regions.
Part 2: Ko-ro-ba

Ko-ro-ba, the "Towers of the Morning," is a city nestled within the rugged Voltai Mountains. This stronghold is famed for its impenetrable defenses, skilled Warriors, and thriving craftsmanship.
Part 3: Port Kar

Port Kar, the "Scourge of Thassa," is a bustling port city located on the Tamber Gulf. Known for its maritime trade, shipbuilding, and skilled sailors, Port Kar serves as a gateway to the wider world of Gor.
Part 4: Tharna

Tharna, the "City of Silver," is a city-state ruled by the Silver Masked Tharna, a sovereign leader chosen through a series of tests. Tharna is known for its metalworking, agriculture, and adherence to strict caste divisions.
Part 5: Turia

Turia, the "Ar of the South," is a desert city located on the southern plains of Gor. Known for its opulent architecture, bustling bazaars, and the famed "Tarn Races of Turia," this city thrives amidst the arid landscape.
Conclusion

The diverse landscapes and cultures of these major Gorean cities, such as Ar, Ko-ro-ba, Port Kar, Tharna, and Turia, reflect the rich tapestry of life on Gor. Each city boasts unique strengths, challenges, and identities that shape the experiences of their inhabitants and contribute to the dynamic world of Gor.
Lesson 5: Cities and Geography - Climate, Flora, Fauna, and Notable Landmarks
Objectives:

· Gain an understanding of the diverse climates and ecosystems found across Gor

· Explore the unique flora, fauna, and landmarks that characterize various regions
Part 1: Climate and Geography

Gor is home to diverse climates and geographical features, including:

· Temperate zones: Areas with mild climates, such as the plains and forests surrounding cities like Ko-ro-ba and Ar.

· Deserts: Hot, arid regions like the Tahari Desert and the southern plains near Turia.

· Polar regions: The northern and southern extremes of Gor, characterized by icy landscapes and harsh conditions.
Part 2: Flora

Various unique plant species can be found across Gor, such as:

· Sa-Tarna: A versatile grain crop used in agriculture.

· Tur-Pah: A large, tree-like plant with edible roots and leaves.

· Kanda: A succulent fruit native to the Tahari Desert.
Part 3: Fauna

Several distinct animal species inhabit the world of Gor, including:

· Tarns: Large, hawk-like creatures used for transportation and warfare.

· Kurii: A race of intelligent, technologically advanced aliens, often in conflict with the Priest-Kings and humans of Gor.

· Sleen: Six-legged, carnivorous reptiles used for hunting and guarding.
Part 4: Notable Landmarks

Gor is home to many remarkable landmarks, such as:

· The Sardar Mountains: A vast mountain range home to the Priest-Kings and their advanced technology.

· The Voltai Mountains: A rugged range where the city of Ko-ro-ba is nestled.

· The Vosk River: A major waterway running through numerous Gorean cities, serving as a vital trade route.
Conclusion

The world of Gor is characterized by diverse climates, flora, fauna, and landmarks that shape the experiences and culture of its inhabitants. Exploring these elements helps us appreciate the complexity and richness of the Counter-Earth and its many unique regions.

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